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House Rules

A living record of the rulings used at the Eryndor table.

General Rule

Official D&D 5e rules apply unless this page states otherwise. When a rule is unclear during play, the Game Master may make a temporary ruling and revisit it after the session.

Player Knowledge

Players may remind one another of rules, abilities, and information without being treated as interrupting the game. Character knowledge is handled separately from player knowledge.

Inspiration

Inspiration may be awarded for:

  • Meaningful character choices.
  • Accepting complications.
  • Supporting another player’s moment.
  • Bringing a personal connection into the story.
  • Remembering a detail everyone else missed.

Potions

A character may drink a potion they are carrying as a bonus action. Administering one to another creature requires an action unless a feature says otherwise.

Combo Attacks

Adventurers who fight beside one another long enough begin to learn each other's rhythms. You learn when the ranger is about to loose an arrow. You recognize the instant the druid's fire is about to erupt. You know exactly how long the artificer's newest contraption needs before it does something brilliant, catastrophic, or both. Combo Attacks allow characters to combine their abilities into coordinated attacks that are more powerful, tactical, and cinematic than anything they could accomplish alone. One character begins the attack. Other characters spend their reactions to assist, modify, or amplify it. The exact result depends on how the characters choose to work together.

The most important rule: describe what your characters are actually doing.

The mechanics support the scene, not the other way around.

The Basic Idea

Every Combo Attack has two roles:

Instigator
The character making the attack that begins the Combo.

Collaborator
An allied character who spends their reaction to assist the Instigator.

A Combo Attack may involve one Instigator and one or more Collaborators.

Initiating a Combo Attack

A character may initiate a Combo Attack whenever they are about to make an attack roll on their turn. The attack must not have disadvantage when the Combo Attack is declared. The Combo Attack must be announced: after the attack is declared, but before the attack roll is made.

Once the Instigator declares a Combo Attack, eligible allies may choose to collaborate. If nobody collaborates, the Combo Attack does not occur and the Instigator simply resolves the attack normally. The Instigator does not spend an additional action, bonus action, or reaction to initiate the Combo. Their normal attack is the foundation of the Combo Attack.

Collaborating in a Combo Attack

A character who wants to assist the Instigator becomes a Collaborator. To collaborate, the character must:

  • be an ally of the Instigator
  • be able to see, hear, or otherwise reasonably coordinate with the Instigator
  • meet the prerequisite of the chosen Combo Action
  • have their reaction available
  • spend their reaction
  • not have already collaborated in another Combo Attack since their last long rest

If several characters collaborate in the same Combo Attack, their Combo Actions occur in initiative order. After all Collaborators have resolved their contributions, the Instigator makes the initiating attack roll.

Familiarity

Combo Attacks require more than simply standing next to another adventurer. The characters must know one another well enough to recognize each other's combat habits, timing, movements, and abilities. As a general rule, characters become eligible to perform Combo Attacks together after spending approximately one week adventuring, traveling, training, or fighting together. The GM may waive this requirement when the fiction strongly supports it.

Collaboration Limit

A character may normally act as a Collaborator once per long rest. After collaborating in a Combo Attack, that character cannot collaborate in another until completing a long rest. This limitation applies to the Collaborator, not the Instigator. A character may therefore initiate more than one Combo Attack during an adventuring day if different allies are available to collaborate.

Combo Attacks are meant to be significant moments.

Choose when to use yours carefully.

Devastating Strikes

Coordinated attacks are exceptionally good at creating openings in an enemy's defenses. For each Collaborator participating in a Combo Attack, the Instigator's critical-hit threshold for the initiating attack is reduced by 1.

Collaborators Critical Hit
0 Natural 20
1 19–20
2 18–20
3 17–20

This stacks with features that already improve a character's critical-hit range. For example, if a character normally scores a critical hit on a 19 or 20, one Collaborator improves that threshold to 18–20. The improved critical range applies only to the initiating attack.

Additional Attack Dice

Some Combo Actions allow the Instigator to roll an additional d20 for the initiating attack. This is not the same as ordinary advantage.

Additional d20s granted by Combo Actions:

  • can stack with one another
  • can stack with advantage
  • use the highest result rolled

Advantage & Disadvantage

An attack that currently has disadvantage cannot initiate a Combo Attack. If advantage and disadvantage cancel each other out, leaving the attack to be rolled normally, the attack may initiate a Combo Attack. Once a Combo Attack has successfully begun, any additional d20s granted by Combo Actions apply normally.

Melee Combo Actions

When you spend your reaction to collaborate in a Combo Attack involving a nearby target, you may choose an eligible Melee Combo Action.

Unison Onslaught

Prerequisite: The Instigator's target is within your weapon's reach. You strike almost simultaneously, forcing the enemy to defend against two attacks at once.

Collaborator's Action

Spend your reaction to make one melee weapon attack against the Instigator's target. On a hit, deal the weapon's normal damage. If your ability modifier to the damage roll is positive, do not add it. A negative modifier still applies.

Combo Effect

Whether your attack hits or misses, you create an opening. The Instigator rolls one additional d20 as part of the initiating attack roll and uses the highest result.

Ally Launcher

Prerequisites:

  • The Instigator is within your reach.
  • The Instigator is within 5 feet of their target.
  • Your carrying capacity is greater than the Instigator's weight.
  • The target is no more than one size larger than you.

Sometimes the correct tactical decision is simply:

throw your friend at the problem.

Collaborator's Action

Spend your reaction to grab, boost, launch, vault, throw, or otherwise propel the Instigator into their attack. Describe how your characters accomplish this.

Combo Effect

The Instigator rolls one additional d20 for the initiating attack. After the attack resolves, the Instigator may land in any unoccupied space of their choice within 5 feet of the target. This movement does not provoke an opportunity attack from that target.

Break the Line

Prerequisite: You are within reach of the Instigator's target and are physically capable of disrupting or moving it. You slam into the enemy, hook a leg, wrench their balance, shoulder them aside, or otherwise disrupt their footing exactly as your ally attacks.

Collaborator's Action

Spend your reaction and make a Strength (Athletics) check contested by the target's choice of:

  • Strength (Athletics), or
  • Dexterity (Acrobatics)

Combo Effect

On a success, choose one:

  • push the target 5 feet, or
  • knock the target prone

If the target is two or more sizes larger than you, the GM may rule that it cannot be pushed or knocked prone using this Combo Action. The Instigator's attack is then resolved against the target in its new position or condition.

Ranged Combo Actions

When the Instigator's target is within range of a ranged or thrown weapon you are wielding, you may use one of the following Combo Actions.

Flinchshot

Prerequisite: The Instigator's target is within range of a ranged or thrown weapon you are wielding.

You fire a shot intended not necessarily to wound the enemy, but to make them move at exactly the wrong moment.

Collaborator's Action

Spend your reaction to make one ranged weapon attack against the target. On a hit, deal normal weapon damage. If your ability modifier to the damage roll is positive, do not add it. A negative modifier still applies.

Combo Effect

Whether your attack hits or misses, the distraction creates an opening. The Instigator rolls one additional d20 for the initiating attack and uses the highest result.

Disarming Combination

Prerequisite: The Instigator's target is within range of a ranged or thrown weapon you are wielding and is holding an object.

Rather than aiming at the creature itself, you target something it is holding.

  • A weapon.
  • A wand.
  • A spellcasting focus.
  • A key.
  • A potion.
  • A suspicious glowing crystal that absolutely should not be allowed to remain in anyone's hands.

Collaborator's Action

Spend your reaction to strike at one object the target is currently holding. The target must make a Strength saving throw. The save DC equals:

8 + your proficiency bonus + the ability modifier used for your attack

Combo Effect

On a failed save, the target drops one held object of your choice. The object normally lands in the target's space unless circumstances would reasonably cause it to land elsewhere.

Suppressing Fire

Prerequisite: The Instigator's target is within range of a ranged or thrown weapon you are wielding.

You force the enemy to focus on you while your ally moves through the opening.

Collaborator's Action

Spend your reaction to provide covering fire against the target. No separate attack roll is normally required unless the GM determines the situation calls for one.

Combo Effect

The Instigator rolls one additional d20 for the initiating attack. In addition, until the end of the Instigator's current turn, their movement does not provoke opportunity attacks from the target.

Spellcasting Combo Actions

Spellcasters can channel magical energy into another character's attack without actually casting the spell normally. Instead, the spell slot fuels the Combo Attack.

Using a Spellcasting Combo

To use a Spellcasting Combo, you must:

  • be within 90 feet of the Instigator
  • have your reaction available
  • have an unexpended spell slot
  • know or have prepared at least one spell of the appropriate school of 1st level or higher

When you collaborate:

  1. Choose an eligible school of magic.
  2. Spend your reaction.
  3. Expend one spell slot.
  4. You do not cast a spell.
  5. The spell slot instead powers the Combo Effect associated with that school.

The level of the spell slot determines the strength of many Spellcasting Combo effects.

Abjuration — Arcane Bulwark

Protective magic flashes around the Instigator as they commit to the attack.

Combo Effect

The Instigator gains temporary hit points equal to:

5 × the level of the spell slot expended

Spell Slot Temporary HP
1st 5
2nd 10
3rd 15
4th 20
5th 25
6th 30
7th 35
8th 40
9th 45

Conjuration — Slipspace Strike

Space twists around the Instigator. They attack from one location and emerge somewhere else.

Combo Effect

Immediately after the initiating attack resolves, the Instigator may teleport to an unoccupied space they can see. The maximum distance is:

10 feet × the level of the spell slot expended

This teleportation does not provoke opportunity attacks.

Divination — Perfect Moment

For one impossible heartbeat, possibility narrows. The Instigator knows exactly where to strike.

Combo Effect

The Instigator gains a bonus to:

  • the initiating attack roll
  • all saving throws until the end of their next turn

The bonus equals the level of the spell slot expended.

Enchantment — Mesmerizing Strike

Your magic follows the Instigator's attack into the target's mind.

Combo Effect

If the initiating attack hits, the target must make a Wisdom saving throw against your spell save DC. The creature takes a penalty to this saving throw equal to the level of the spell slot expended. On a failed save, the target is charmed by the Instigator until the end of the Instigator's next turn. The effect ends immediately if the Instigator deals damage to the target again.

Evocation — Elemental Overload

Raw magical energy floods through the attack.

Combo Effect

If the initiating attack hits, it deals additional damage equal to: 1d10 per level of the spell slot expended

Choose a damage type appropriate to an evocation spell you know or have prepared. Common choices include:

  • acid
  • cold
  • fire
  • lightning
  • thunder

The GM may allow another damage type when it clearly fits the spell providing the energy.

Illusion — Veiled Assault

False movements, shadows, phantom doubles, flashes, and distorted images obscure the Instigator's true attack.

Combo Effect

The Instigator gains a bonus to the initiating attack roll equal to the level of the spell slot expended. Until the end of the Instigator's current turn, their movement also does not provoke opportunity attacks.

Necromancy — Life-Draining Strike

Necromantic energy courses through the Instigator's attack and returns to the Collaborator carrying stolen vitality.

Combo Effect

If the initiating attack hits, it deals additional necrotic damage equal to: 1d6 per level of the spell slot expended The Collaborator gains temporary hit points equal to the amount of necrotic damage actually dealt by this Combo Effect.

Transmutation — Momentum Shift

For an instant, transmutation magic changes weight, momentum, balance, or physical force.

Combo Effect

If the initiating attack hits, choose one:

Shift the Enemy
Push the target up to:

5 feet × the level of the spell slot expended

or:

Shift the Instigator
The Instigator moves up to:

5 feet × the level of the spell slot expended

Movement granted to the Instigator does not provoke opportunity attacks from the target. An unwilling target that is Large or larger may make a Strength saving throw against your spell save DC to resist being moved. The GM may rule that an exceptionally massive, magically anchored, or otherwise immovable creature cannot be displaced.

Signature Combo Attacks

The Combo Actions above are available to any characters who meet their prerequisites. Characters who adventure together may also develop Signature Combos based on their particular abilities, habits, equipment, and fighting styles. Signature Combos are not individual class features. They are techniques the characters have developed together. As the party gains levels, abilities, equipment, and experience, additional Signature Combos may become available.

Nigh + Feltein: Cindertrack

Nigh identifies the exact route the target is about to take.

Feltein fills that route with fire.

Instigator: Nigh
Collaborator: Feltein

Prerequisite

Nigh is making a ranged weapon attack against a creature Feltein can see.

Collaborator's Action

Feltein spends their reaction and expends a spell slot.

Combo Effect

Nigh rolls one additional d20 for the initiating attack.

If the attack hits, it deals additional fire damage equal to:

1d6 per level of the spell slot expended

Until the beginning of Nigh's next turn, the struck creature leaves an obvious supernatural trail of sparks, smoke, ash, embers, or heat.

The creature cannot benefit from being invisible against Nigh during that time.

Shiny + Nigh: Calibrated Shot

Nigh provides the aim.

Shiny provides the impossible adjustment.

Instigator: Nigh
Collaborator: Shiny

Prerequisite

Nigh is making a ranged weapon attack against a target Shiny can see.

Collaborator's Action

Shiny spends their reaction and uses a device, infused component, arcane tool, targeting mechanism, improvised calculation, or other artificer technique to correct Nigh's shot.

Combo Effect

Nigh rolls one additional d20 for the initiating attack.

For this attack, Nigh also ignores:

  • half cover
  • three-quarters cover

If the target has no cover, Nigh instead gains a +2 bonus to the attack's damage roll.

Shiny's player describes the adjustment.

Possibilities include:

  • trajectory correction
  • wind compensation
  • ammunition stabilization
  • range calculation
  • magical targeting
  • ricochet prediction
  • briefly attaching something deeply inadvisable to the arrow

Feltein + Shiny: Controlled Burn

Shiny shapes the battlefield.

Feltein supplies the wildfire.

Instigator: Feltein
Collaborator: Shiny

Prerequisite

Feltein is making an attack that deals, or is capable of dealing, fire damage.

Collaborator's Action

Shiny spends their reaction and uses a tool, device, infused item, alchemical component, arcane focus, or invention to redirect the force of Feltein's attack.

Combo Effect

Feltein gains a +2 bonus to the initiating attack roll.

If the attack hits, choose one:

  • push the target 10 feet
  • prevent the target from taking reactions until the beginning of its next turn
  • allow Feltein to move 10 feet without provoking an opportunity attack from the target

Describe the effect as an interaction between Feltein's wildfire and Shiny's invention.

Nigh + Shiny: Killbox

Shiny predicts the target's safest escape route.

Nigh makes sure it isn't safe.

Instigator: Shiny
Collaborator: Nigh

Prerequisite

Shiny is making an attack against a creature within range of Nigh's ranged weapon.

Collaborator's Action

Nigh spends their reaction and makes one ranged weapon attack against the same target.

On a hit, Nigh deals normal weapon damage but does not add a positive ability modifier to the damage.

A negative modifier still applies.

Combo Effect

Whether Nigh's attack hits or misses, Shiny rolls one additional d20 for the initiating attack.

If Shiny's initiating attack also hits, the target's speed is reduced by 10 feet until the beginning of Shiny's next turn.

Shiny + Feltein: Flashpoint

Shiny creates the opening.

Feltein turns it into an ignition point.

Instigator: Shiny
Collaborator: Feltein

Prerequisite

Shiny is making an attack against a target Feltein can see within 90 feet.

Collaborator's Action

Feltein spends their reaction and expends a spell slot.

Combo Effect

If Shiny's initiating attack hits, it deals additional fire damage equal to:

1d6 per level of the spell slot expended

Shiny may then immediately move up to 10 feet without provoking an opportunity attack from that target.

Feltein + Nigh: Ashen Ambush

Feltein's assault forces the enemy exactly where Nigh wants them.

Instigator: Feltein
Collaborator: Nigh

Prerequisite

Feltein is making an attack against a creature Nigh can see and attack with a ranged weapon.

Collaborator's Action

Nigh spends their reaction to threaten the target's escape route.

Combo Effect

Feltein rolls one additional d20 for the initiating attack.

If the attack hits, the target must choose:

  • remain in its current space, or
  • immediately move 5 feet in a direction chosen by Feltein

This movement does not provoke opportunity attacks.

A creature that cannot willingly move is unaffected by the movement portion of this Combo.

Threefold Convergence

Sometimes the entire party commits.

Participants: Feltein, Shiny, and Nigh

Any one of the three characters may act as the Instigator.

The other two characters become Collaborators and must:

  • have their reactions available
  • spend their reactions
  • expend their once-per-long-rest opportunity to collaborate

Combo Effect

The Instigator automatically receives the normal benefits of having two Collaborators:

  • their critical-hit threshold becomes 18–20, unless another feature improves it further
  • they roll two additional d20s for the initiating attack and use the highest result

If the attack hits, choose two different effects from the following:

Wildfire

The attack deals an additional:

2d6 fire damage

Artifice

The attack deals an additional:

2d6 force damage

Hunter's Opening

The target's speed becomes 0 until the beginning of the Instigator's next turn.

Perfect Position

The Instigator may immediately move up to 15 feet without provoking opportunity attacks from the target.

Break Their Guard

The target cannot take reactions until the beginning of its next turn.

If the initiating attack is a critical hit, the additional damage dice from Wildfire or Artifice are doubled normally.

Threefold Convergence should look ridiculous in the best possible way.

This is the party's action-movie finale, anime opening, or "we absolutely practiced this around the campfire" attack.

Describe it accordingly.

Combining Combo Effects

More than one character may collaborate in the same Combo Attack. Each Collaborator may choose a different eligible Combo Action. Unless two effects directly contradict one another, their benefits stack.

Using the Same Combo Action Twice

Multiple Collaborators may use the same Combo Action if each character meets its prerequisites. Additional attack d20s stack normally. Damage effects stack normally unless otherwise stated. Identical conditions or movement-prevention effects generally do not become more powerful simply because they are applied more than once. The GM determines unusual interactions.

Missed Attacks

A missed initiating attack does not automatically cause every part of the Combo Attack to fail. Read the individual Combo Action. Effects that say: "If the initiating attack hits..." require the Instigator to hit.

Effects involving:

  • additional attack dice
  • movement
  • positioning
  • protection
  • distraction

may still occur even if the initiating attack ultimately misses. Sometimes three adventurers execute an impossibly complicated maneuver perfectly and the final sword swing still hits a wall. That is adventuring.

Critical Hits

The improved critical-hit threshold applies only to the Instigator's initiating attack. It does not automatically apply to:

  • attacks made by Collaborators
  • later attacks made using Extra Attack
  • bonus-action attacks
  • opportunity attacks
  • unrelated attacks made later in the turn

When the initiating attack scores a critical hit, follow the normal rules for critical-hit damage. Damage dice that would normally be doubled on a critical hit are doubled. Static modifiers are not.

Extra Attack

A Combo Attack modifies one attack, not an entire Attack action. A character with Extra Attack chooses which attack will serve as the initiating attack. The other attacks resolve normally. A character could potentially initiate another Combo Attack later during the same turn if another eligible ally is able and willing to collaborate. Each Collaborator remains limited by their own once-per-long-rest participation.

Spell Attacks

A spell attack may initiate a Combo Attack exactly like a weapon attack. The spell must normally involve an attack roll. A spell that only requires a saving throw does not normally qualify as the initiating attack unless a specific Combo Action or GM ruling allows it. Spellcasters may still act as Collaborators using the Spellcasting Combo rules.

Conditions

Conditions created during a Combo Attack take effect when the relevant Combo Action says they do. This can change the circumstances of the Instigator's final attack.

For example:

If a Collaborator successfully uses Break the Line to knock an enemy prone before the Instigator makes a melee attack, the normal rules for attacking a prone creature apply. Likewise, if a Combo Action removes a reaction, changes positioning, or creates another condition, that effect applies normally.

Forced Movement

Combo Attacks can push, pull, launch, reposition, or otherwise move creatures when an effect permits it. A creature cannot be forced into an illegal space. If a Combo Action moves the target beyond the Instigator's reach or range before the initiating attack occurs, the Instigator must still have a legal target when the attack is resolved. The battlefield itself may interact with forced movement.

Pushing someone toward:

  • a cliff
  • a fire
  • a collapsing bridge
  • an unstable magical seam
  • a portal
  • a trap
  • a suspiciously placed barrel
  • something the GM clearly put on the map hoping someone would use it

is encouraged.

The environment may require an additional saving throw or ability check at the GM's discretion.

Creating New Combo Attacks

The Combo Actions listed here are not exhaustive. Players are encouraged to invent new combinations based on their characters' abilities.

Possible ingredients include:

  • class features
  • subclass abilities
  • spells
  • weapons
  • tools
  • equipment
  • infusions
  • familiars
  • companions
  • Wild Shape
  • movement abilities
  • character size
  • unusual anatomy
  • terrain
  • environmental objects
  • magical instability
  • extremely questionable plans

Tell the GM:

  1. What your characters are trying to accomplish.
  2. How they are working together.
  3. What resources, positioning, or abilities are involved.

The GM will determine an appropriate mechanical effect.

Guidelines for New Combo Actions

A normal Combo Action should generally provide approximately one significant benefit.

Examples include:

  • one additional attack d20
  • repositioning an ally
  • moving an enemy
  • knocking an enemy prone
  • preventing an opportunity attack
  • temporarily preventing reactions
  • granting a temporary defensive benefit
  • creating a short-lived condition with a saving throw
  • improving the effectiveness of a particular attack

More powerful effects should normally require an additional cost or restriction. Possible costs include:

  • expending a spell slot
  • expending a class resource
  • making an additional attack
  • succeeding on an ability check
  • requiring the target to fail a saving throw
  • strict positioning
  • limited range
  • a particular weapon or spell
  • environmental preparation

Signature Combos can be stronger or stranger when they reflect abilities the characters have repeatedly practiced together.

Improvised Combo Attacks

You do not need to have a named Signature Combo prepared in advance. If a situation presents an opportunity for something spectacular, propose it.

For example:

"Can Shiny fire the grappling mechanism into the creature while Nigh shoots the cable and Feltein ignites it?"

Maybe. Explain the plan. The GM may:

  • adapt an existing Combo Action
  • call for an ability check
  • require a saving throw
  • require an additional resource
  • create a temporary Combo Effect appropriate to the situation

Successful improvised Combos may eventually become permanent Signature Combos if the characters use or practice them repeatedly.

The Rule of Cool

Combo Attacks exist to reward:

  • teamwork
  • creativity
  • character relationships
  • tactical thinking
  • ridiculous plans
  • cinematic combat

You do not need to shout the official name of a Combo Attack. You do not need to reproduce exactly the same choreography every time. You do not need to choose the mechanically optimal option. Describe what your character does. Describe how your ally recognizes what is happening. Describe the moment where two completely separate abilities suddenly become one attack. If Nigh wants to use an arrow to redirect one of Shiny's inventions through Feltein's wildfire while reality itself is collapsing around the battlefield: describe the plan. We'll figure out the dice.

Combo Attacks at a Glance

Rule How It Works
Instigator Character making the initiating attack
Collaborator Ally spending their reaction to assist
Declaration After choosing the attack, before rolling
Attack Requirement Cannot begin with disadvantage
Reaction Cost Each Collaborator spends their reaction
Familiarity Usually about one week adventuring together
Collaboration Limit Once per long rest per Collaborator
Critical Range Improves by 1 for each Collaborator
Additional d20s Stack with one another and with advantage
Extra Attack Only one attack is modified
Typical Maximum 1 Instigator + up to 3 Collaborators
Custom Combos Encouraged with GM approval
Rule of Cool Absolutely in effect

The Short Version

Declare the Combo.

Spend reactions.

Describe something awesome.

Roll too many d20s.

Hope the plan survives contact with reality.